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Asked By | 19PHOBOSS98 |
I heard that saving the resulting mesh of a CSGCombiner reduces the vertex count if a face gets stuck between two unified meshes. But I want to make sure that it reduces the triangles even more.
say I have two cubes side by side I want to merge with a CSG Combiner. The faces between them would be removed in the final mesh but how about the merged faces? would each face have 4 triangles or 2? like how Space Engineers do it:
You should be able to determine this by yourself by choosing Perspective > Draw Wireframe at the top-left of the 3D viewport (when using the GLES3 renderer).
Calinou | 2020-07-16 09:55
thanks, and for everyone interested I’m sad to say it doesn’t do greed meshing (apparently that’s what they call the thing that I was after) :(…
would be a cool feature tho: Turn CSGCombiners Voxel friendly and Greed Meshing Capable. I’d imagine just making it work with a CSGCombination primarily made of CubeMeshes at least for now. Pretty neat to have with the face culling and easy to use boolean combination… would be easy to update a chunk and place it around anywhere that be a proper tool in’t?
19PHOBOSS98 | 2020-07-16 10:47
CSG isn’t meant to be used to create voxels. There are much more adequate algorithms for this.
Calinou | 2020-07-17 08:45